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Tribes

Arabs

Arrows and riders of the desert

The Arabs are a tribe of Natars' own. Their riders are among the strongest attackers in the game, their merchants carry more than any other tribe's, and they build a field and a building at the same time. The price is that their troops cost more than anyone else's.

Attack Defence Speed Easy start
An Arab desert city with the Arab army in front of it

Strengths

  • Double building: like the Romans, they build a resource field and a village building at the same time, so the village grows faster early on.
  • Strong attack: the Guard is the tribe's strongest attacking footman, and the Arab Horseman and the Axe Rider are among the strongest riders in the game.
  • The biggest merchants: an Arab merchant carries 1100 of each resource, more than any other tribe's, at 17 fields an hour.
  • City Wall: they build the Romans' wall, one of the walls with the highest defence bonus.

Weaknesses

  • Their troops cost more than other tribes', so a big army needs a strong economy.
  • Their settler defends worse and costs more than other tribes' settlers.
  • They have no building of their own besides the City Wall.

Buildings

The Arabs build every common building, and research their troops in the Academy in the same order as the Romans. Their wall is the City Wall. Footmen are trained in the Barracks, riders and the Spy Falcon in the Stable, the ram and catapult in the Workshop, and the King and settler in the Residence or Palace.

Troops

These are the Arabs' ten troops as the game has them, each with what it is for:

Arabs troops
UnitAttackDef. vs infantryDef. vs cavalrySpeed (fields/h)CarryCrop upkeep
ArcherA fairly cheap defender, strong against cavalry. Trained in the Barracks.2035506501
Spear WarriorA cheap attacking footman for the first raids, but it defends poorly and carries little.6530105201
GuardThe Arabs' strongest attacking infantry, and their fastest. The core of an infantry attack.9040307501
Spy FalconThe fastest scout in the game. Finds out a target's resources and troops; does not fight.01002002
Arab HorsemanThe main attacking rider: fast and carries a lot. Great for raids and attacks.1558050141003
Axe RiderThe Arabs' strongest unit: high attack and good defence together, but slow and expensive.1701408010704
Arab RamKnocks down the wall before your army reaches it.603075403
Fire CatapultWrecks buildings and fields. Send it with a normal attack.604510306
KingThe administrator: lowers a village's loyalty until it is yours.805050405
Arab SettlerFounds a new village. You need three.30404053,0001

Base values before upgrades. Speed is in fields per hour on a ×1 world and is multiplied by the world's troop speed.

The King and conquest

The King is the Arabs' administrator. Every King that arrives in a normal attack and survives lowers the village's loyalty by 20 to 25. When loyalty reaches zero the village is yours. The King is very expensive and slow, so send him after your army has beaten the target's defence. Details in the chapter on your second village.

Who they suit

Attacking players with time who know the game. If this is your first game, the Gauls are easier.

Tips for the start

  • Use double building from day one: always raise a field and a building together.
  • Start raiding with Spear Warriors, then move to Arab Horsemen once you have a Stable.
  • Archers are enough defence early on, especially against cavalry.
  • Your merchants carry a lot, so use the Marketplace to trade what you have too much of.

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